#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 　游戏中全部窗口的超级类。
#==============================================================================

class Window_Base < Window
    #--------------------------------------------------------------------------
    # ● 初始化对像
    #     x      : 窗口的 X 坐标
    #     y      : 窗口的 Y 坐标
    #     width  : 窗口的宽
    #     height : 窗口的宽
    #--------------------------------------------------------------------------
    def initialize(x, y, width, height)
      super()
      @windowskin_name = $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(@windowskin_name)
      @secskin=RPG::Cache.picture("Window")
      self.x = x
      self.y = y
      self.width = width
      self.height = height
      self.z = 100
    end
    #--------------------------------------------------------------------------
    # ● 释放
    #--------------------------------------------------------------------------
    def dispose
      # 如果窗口的内容已经被设置就被释放
      if self.contents != nil
        self.contents.dispose
      end
      super
    end
    #--------------------------------------------------------------------------
    # ● 获取文字色
    #     n : 文字色编号 (0～7)
    #--------------------------------------------------------------------------
    def text_color(n)
      case n
      when 0#白色
        return Color.new(255, 255, 255, 255)
      when 1#深蓝色
        return Color.new(128, 128, 255, 255)
      when 2#红色
        return Color.new(255, 128, 128, 255)
      when 3#绿色
        return Color.new(128, 255, 128, 255)
      when 4#淡蓝色
        return Color.new(128, 255, 255, 255)
      when 5#粉色
        return Color.new(255, 128, 255, 255)
      when 6#黄色
        return Color.new(255, 255, 128, 255)
      when 7#灰色
        return Color.new(192, 192, 192, 255)
      when 8#黑色
        return Color.new(0, 0, 0, 255)
      when 9#深红
        return Color.new(255, 50, 50, 255)
      when 10#淡灰色
        return Color.new(140, 140, 140, 255)
      when 11#浅黄
        return Color.new(255, 255, 0, 200)
      when 12#橙色
        return Color.new(255, 192, 128, 255)
      when 13#葡萄色
        return Color.new(164,58,228,255)
      when 14#粉装
        return Color.new(255,24,224, 255)
      when 15#深粉色
        return Color.new(255,124,224, 255)
      when 16#深粉色
        return Color.new(255,160,176, 255)
      when 17#系统色
        return Color.new(192, 224, 255, 255)
      when 18#暗金色
        return Color.new(243,222,116)
      else
        normal_color
      end
    end
    #--------------------------------------------------------------------------
    # ● 获取普通文字色
    #--------------------------------------------------------------------------
    def normal_color
      return Color.new(255, 255, 255, 255)
    end
    #--------------------------------------------------------------------------
    # ● 获取无效文字色
    #--------------------------------------------------------------------------
    def disabled_color
      return Color.new(255, 255, 255, 128)
    end
    #--------------------------------------------------------------------------
    # ● 获取系统文字色
    #--------------------------------------------------------------------------
    def system_color
      return Color.new(192, 224, 255, 255)
    end
    #--------------------------------------------------------------------------
    # ● 获取危机文字色
    #--------------------------------------------------------------------------
    def crisis_color
      return Color.new(255, 255, 64, 255)
    end
    #--------------------------------------------------------------------------
    # ● 获取战斗不能文字色
    #--------------------------------------------------------------------------
    def knockout_color
      return Color.new(255, 64, 0)
    end
    #--------------------------------------------------------------------------
    # ● 刷新画面
    #--------------------------------------------------------------------------
    def update
      super
      # 如果窗口的外关被变更了、再设置
      if $game_system.windowskin_name != @windowskin_name
        @windowskin_name = $game_system.windowskin_name
        self.windowskin = RPG::Cache.windowskin(@windowskin_name)
      end
    end
    #--------------------------------------------------------------------------
    # ● 图形的描绘
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #--------------------------------------------------------------------------
    def draw_actor_graphic(actor, x, y)
      bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
      cw = bitmap.width / 4
      ch = bitmap.height / 4
      src_rect = Rect.new(0, 0, cw, ch)
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
    #--------------------------------------------------------------------------
    # ● 名称的描绘
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #--------------------------------------------------------------------------
    def draw_actor_name(actor, x, y)
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y, 120, 32, actor.name)
    end
    #--------------------------------------------------------------------------
    # ● 职业的描绘
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #--------------------------------------------------------------------------
    def draw_actor_class(actor, x, y)
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y, 236, 32, actor.class_name)
    end
    #--------------------------------------------------------------------------
    # ● 水平的描画
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #--------------------------------------------------------------------------
    def draw_actor_level(actor, x, y)
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 45, 32, "境界")
      self.contents.font.color = normal_color
      if !$game_switches[203]
        xlevel=$lvstr[actor.level]
      else
        xlevel=$lvstr2[actor.level]
      end
      self.contents.draw_text(x + 60, y, 120, 32, xlevel, 2)
    end
    #--------------------------------------------------------------------------
    # ● 生辰成描绘用状态字符串
    #     actor       : 角色
    #     width       : 描画目标的宽度
    #     need_normal : [正常] 是否为必须 (true / false)
    #--------------------------------------------------------------------------
    def make_battler_state_text(battler, width, need_normal)
      # 获取括号的宽
      brackets_width = self.contents.text_size("[]").width
      # 生成状态名字符串
      text = ""
      for i in battler.states
        if $data_states[i].rating >= 1
          if text == ""
            text = $data_states[i].name
          else
            new_text = text + "/" + $data_states[i].name
            text_width = self.contents.text_size(new_text).width
            if text_width > width - brackets_width
              break
            end
            text = new_text
          end
        end
      end
      # 状态名空的字符串是 "[正常]" 的情况下
      if text == ""
        if need_normal
          text = "[正常]"
        end
      else
        # 加上括号
        text = "[" + text + "]"
      end
      # 返回完成后的文字类
      return text
    end
    #--------------------------------------------------------------------------
    # ● 描绘状态
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #     width : 描画目标的宽
    #--------------------------------------------------------------------------
    def draw_actor_state(actor, x, y, width = 120)
      text = make_battler_state_text(actor, width, true)
      self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
      self.contents.draw_text(x, y, width, 32, text)
    end
    #--------------------------------------------------------------------------
    # ● 描画 EXP
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #--------------------------------------------------------------------------
    def draw_actor_exp(actor, x, y)
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 24, 32, "E")
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
      self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
      self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
    end
    #--------------------------------------------------------------------------
    # ● 描绘 HP
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #     width : 描画目标的宽
    #--------------------------------------------------------------------------
    def draw_actor_hp(actor, x, y, width = 144)
      # 描绘字符串 "HP"
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
      # 计算描绘 MaxHP 所需的空间 
      if width - 32 >= 108
        hp_x = x + width - 108
        flag = true
      elsif width - 32 >= 48
        hp_x = x + width - 48
        flag = false
      end
      # 描绘 HP
      self.contents.font.color = actor.hp == 0 ? knockout_color :
        actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
      self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
      # 描绘 MaxHP
      if flag
        self.contents.font.color = normal_color
        self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
        self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
      end
    end
    #--------------------------------------------------------------------------
    # ● 描绘 SP
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #     width : 描画目标的宽
    #--------------------------------------------------------------------------
    def draw_actor_sp(actor, x, y, width = 144)
      # 描绘字符串 "SP" 
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
      # 计算描绘 MaxSP 所需的空间
      if width - 32 >= 108
        sp_x = x + width - 108
        flag = true
      elsif width - 32 >= 48
        sp_x = x + width - 48
        flag = false
      end
      # 描绘 SP
      self.contents.font.color = actor.sp == 0 ? knockout_color :
        actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
      self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
      # 描绘 MaxSP
      if flag
        self.contents.font.color = normal_color
        self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
        self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
      end
    end
    #--------------------------------------------------------------------------
    # ● 描绘能力值
    #     actor : 角色
    #     x     : 描画目标 X 坐标
    #     y     : 描画目标 Y 坐标
    #     type  : 能力值种类 (0～6)
    #--------------------------------------------------------------------------
    def draw_actor_parameter(actor, x, y, type)
      case type
      when 0
        parameter_name = $data_system.words.atk
        parameter_value = actor.atk
      when 1
        parameter_name = $data_system.words.pdef
        parameter_value = actor.pdef
      when 2
        parameter_name = $data_system.words.mdef
        parameter_value = actor.mdef
      when 3
        parameter_name = $data_system.words.str
        parameter_value = actor.str
      when 4
        parameter_name = $data_system.words.dex
        parameter_value = actor.dex
      when 5
        parameter_name = $data_system.words.agi
        parameter_value = actor.agi
      when 6
        parameter_name = $data_system.words.int
        parameter_value = actor.int
      end
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, parameter_name)
      self.contents.font.color = normal_color
      def fuck(i)
        return "0" if i==0
        len=(i.abs.to_s).length
        len=[(len-4)/4,0].max
        return (i/(10**(len*4))).to_s+$shuwei[len+$game_variables[400]]
      end
      self.contents.draw_text(x+45, y, 90, 32,fuck(parameter_value), 2)
  
    end
    #--------------------------------------------------------------------------
    # ● 描绘物品名
    #     item : 物品
    #     x    : 描画目标 X 坐标
    #     y    : 描画目标 Y 坐标
    #--------------------------------------------------------------------------
    def draw_item_name(item, x, y)
      if item == nil
        return
      end
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(x, y , bitmap, Rect.new(0, 0, 32, 32), opacity)#物品图标用32*32
  #    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 40, y, 212, 32, item.name.split(":")[0])
    end
  end
  